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-   -   [L4D1 & L4D2] Tank anti-stuck (anti-block) (https://forums.alliedmods.net/showthread.php?t=314741)

Dragokas 03-04-2019 21:46

[L4D1 & L4D2] Tank anti-stuck (anti-block)
 
1 Attachment(s)
Description:
Intended for intensive game.

Depending on server build complexity, sooner or later, players face a problem when tank is getting stuck (collide with another models and can't move - as a result: too easy too kill, or even loss of control).

Plugin try to resolve/prevent several problems:
- tank stuck
- losing control
- blocking tank by players (e.g. on the ladder)
- all team-rush
- player idle(stucker) /bug the tank by sitting in place where tank can't catch him (punishment)
- one player rush (punishment)

How does it work?

There are several rules (all configurable by ConVars):

- When tank spawn, plugin track for the maximum time allowed for tank to be non-angry (see "l4d_TankAntiStuck_non_angry_time").
If player didn't angry the tank during this time, it will be automatically teleported to players.
Behaviour can be disabled by "l4d_TankAntiStuck_non_angry_time" set to 0.

After become angry:
- There is a mechanism of identifying of stuck based on the origin of tank.
If he didn't move more than > X radius (see "l4d_TankAntiStuck_non_stuck_radius")
for the last Y sec. (see "l4d_TankAntiStuck_check_interval") it is considered as stucked,
and teleporting process begins.

- if all the team tried to run away from tank (rush) for some reason e.g. when tank is out of map or they rush specially,
plugin identify the distance between tank and the nearest player - if it is > X (see "l4d_TankAntiStuck_tank_distance_max")
tank will be teleported to the nearest player.
Behaviour can be disabled by "l4d_TankAntiStuck_tank_distance_max" set to 0.

- if l4d_TankAntiStuck_rusher_punish set to 1, plugin will check the distance between the nearest tank to each individual client, if he is too far, client will be punished by teleporting tank direclty in player's position.

- if l4d_TankAntiStuck_idler_punish set to 1, plugin will check is player move (see additional ConVars). If player behave himself like idle (usually due to sitting in the place where tank can't catch him) for more than (3 sec. each 3 times, see settings), client will be punished by teleporting tank direclty in player's position.

How does it teleport:
- Firstly plugin attempt to make smooth teleport applying new velocity on direction to the nearest player next to the tank.
If it is failed in X tries, plugin make instant teleport to the place under the head of the player (see "l4d_TankAntiStuck_head_height_max").
If that place is not empty (collide with something), plugin try to find another empty place around the nearest player (see "l4d_TankAntiStuck_head_height_min").

And lastly:
- plugin apply game ConVar "tank_stuck_failsafe" (untested, unproved) in attempt to fix problem when tank losing control after colliding the model for ~ 15 sec.
This part is not very necessary if you use my plugin with default settings.
Behaviour can be disabled by "l4d_TankAntiStuck_apply_convar" set to 0.

Also you can configure "l4d_TankAntiStuck_all_intellect" - to define who anti-stuck is applicable to (bots or bots + real players in infected team).

Compatibility:
- L4D1.
- L4D2 - untested. Should work ok.
Commands:
Nothing. There are several service cmds in debug mode for test reasons only.
Settings (ConVars):

- "l4d_TankAntiStuck_enable" (1) - Enable plugin (1 - On / 0 - Off)
- "l4d_TankAntiStuck_non_angry_time" (45) - Automatic tank teleport if he is not angry within specified time (in sec.) after spawn (0 - to disable)

- "l4d_TankAntiStuck_tank_distance_max" (1000) - Maximum distance allowed between tank and the nearest player (after been angered). Otherwise, it will be teleported (0 - to disable)
- "l4d_TankAntiStuck_head_height_max" (150) - Distance under the head of player, tank will be instantly teleported to, by default, when tank failed to unstuck wasting all attempts to free using smooth teleport
- "l4d_TankAntiStuck_head_height_min" (80) - Distance under the head of player, tank will be instantly teleported to, if plugin failed to find more appropriate location
- "l4d_TankAntiStuck_check_interval" (3) - Time intervals (in sec.) tank stuck should be checked
- "l4d_TankAntiStuck_non_stuck_radius" (15) - Maximum radius where tank is cosidered non-stucked when not moved during X sec. (see l4d_TankAntiStuck_check_interval ConVar)
- "l4d_TankAntiStuck_inst_tele_dist" (50) - Distance for instant type of teleport
- "l4d_TankAntiStuck_smooth_tele_dist" (150) - Distance for smooth type of teleport
- "l4d_TankAntiStuck_smooth_tele_power" (300) - Power (velocity) for smooth type of teleport
- "l4d_TankAntiStuck_dest_object" (1) - Object to teleport tank to (0 - next to current tank, 1 - next to another tank, 2 - next to player)

- "l4d_TankAntiStuck_all_intellect" (1) - 1 - Apply anti-stuck to both: when bots or real player control tank, 0 - apply to tank bot (fake) only

- "l4d_TankAntiStuck_apply_convar" (1) - 1 - Apply special ConVar in attempt to fix problem when tank losing its control after stuck (just in case). 0 - do not apply

- "l4d_TankAntiStuck_idler_punish" (1) - Punish the player who doesn't move by teleporting nearest tant to him? (0 - No / 1 - Yes)
- "l4d_TankAntiStuck_idler_radius" (30) - Maximum radius within player moves considered as idler (stucker)
- "l4d_TankAntiStuck_idler_check_times" (3) - Number of checks before finally considering player as idler (stucker)
- "l4d_TankAntiStuck_idler_check_interval" (3) - Interval (in sec.) between each check for idler (stucker)
- "l4d_TankAntiStuck_idler_minplayers" (2) - Minimum living players allowed for 'Idle player' rule to work

- "l4d_TankAntiStuck_rusher_punish" (1) - Punish the player who rush too far from the nearest tank by teleporting tank to him? (0 - No / 1 - Yes)
- "l4d_TankAntiStuck_rusher_dist" (2000) - Maximum distance to the nearest tank considered as rusher
- "l4d_TankAntiStuck_rusher_check_times" (3) - Number of checks before finally considering player as rusher
- "l4d_TankAntiStuck_rusher_check_interval" (10) - Interval (in sec.) between each check for rusher
- "l4d_TankAntiStuck_rusher_minplayers" (2) - Minimum living players allowed for 'Rusher player' rule to work
Using:

Copy smx to addons/sourcemod/plugins
Credits:

* Peace-Maker - for some examples on TraceHull filter.
* stinkyfax - for examples of teleport in direction math.
* cravenge - for some ConVar, possibly, preventing tank from losing control when stuck.
* midnight9, PatriotGames - who tried to help me with another ConVars against losing tank control.
Related topics:

[L4D] Tank gets frozen
[L4D2] Fix frozen tanks
[L4D] Give Tank control to other player
ChangeLog (pre-release)


Donate
Donates are very appreciated and welcomed for further inspiration, make me happy, and make next updates came out more often:
- Patreon (Paypal)
- BitCoin
- Ю.Money

Sev 03-05-2019 09:42

Re: [L4D] Tank anti-stuck (anti-block)
 
Good work on this.

I've wanted a plugin like this for awhile to fix stuck tanks. Whether it was finales or other areas.

This does the trick without having to manually do it.

Mi.Cura 03-05-2019 15:50

Re: [L4D] Tank anti-stuck (anti-block)
 
Great work.
I've been looking for a solution for a long time.
I tested it on my l4d2 server and got no errors so far.
I also use the pluguin supertanks ++ and it worked well.

Thank you for sharing your work.

:bacon!::bacon!:

Dragokas 05-26-2019 11:30

Re: [L4D] Tank anti-stuck (anti-block)
 
2.0 (05-May-2019)
- Collision with another clients (include other tanks) is now not considered as stuck.
- Fixed case when TR_DidHit() could return wrong result due to extracting info from global trace.
- Added "l4d_TankAntiStuck_dest_object" ConVar to control the destination,
where you want to teleport tank to:
(0 - next to current tank, 1 - next to another tank, 2 - next to player). By default: 1 (previously, it was: 2).

- Added new violations (punishment is teleporting tank directly to player):
1. Punish the player who doesn't move (tank stucker / inactive player)
2. Punish the player who rush too far from the nearest tank (and thus, from the team, including team rush).

Punishments are enabled by default. To disable, use below ConVars:
- l4d_TankAntiStuck_idler_punish
- l4d_TankAntiStuck_rusher_punish

For detail adjustments, see more new ConVars in the thread.

- Code optimization
- Tank angry detection is improved
- Tank stuck detection is improved to avoid false positives

Sev 05-26-2019 12:30

Re: [L4D] Tank anti-stuck (anti-block)
 
Good work on this.

It would be interesting if a similar plugin could be done with specials that get stuck and teleport them out of stuck spots.

moschinovac 08-27-2019 12:24

Re: [L4D] Tank anti-stuck (anti-block)
 
After update, Tank no longer teleport when stuck, only teleport to Idler so if tank stuck and survivors move around glitch spot (spot cause tank cant reach), tank cant reach them and dont teleport as long as survivors keep move around.
P/S: I enable only Tank teleport when stuck and teleport to Idler. And my bad English

Dragokas 08-27-2019 14:54

Re: [L4D] Tank anti-stuck (anti-block)
 
Technically, that doesn't mean "stuck inside another model".
However, I will change the detection method (and add additional ConVar) in the next version when I will have enough free time.

Rogilla 08-28-2019 04:27

Re: [L4D] Tank anti-stuck (anti-block)
 
using this with mutant tank plugin. On dark carnival finale with multiple tanks, sometimes they get stuck in the upper room, can it be fixed? thanks

Dragokas 08-28-2019 05:44

Re: [L4D] Tank anti-stuck (anti-block)
 
What is behaviour of that tank, does he stay in one place without any moving and does not collide with other objects?

Dragokas 08-28-2019 06:04

Re: [L4D] Tank anti-stuck (anti-block)
 
For now, use previous version if you have it. I can send you in the evening. Until i make combined version

moschinovac 08-28-2019 12:05

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2665050)
What is behaviour of that tank, does he stay in one place without any moving and does not collide with other objects?

Like the small pipe in Tunnel of Love of Dark Carnial. If tank spawn when all survivors inside that pipe, Tank cant go inside so he will stay still as long as survivors move around that pipe (for not count as Idler) and dont go out. Tank will not teleport no matter how long he stay.
Previous version Tank will teleport whenever stay still for too long (depend on Cvar). I like this version because he usually teleport to ppl cause tank stuck (most glitch spot make tank cant reach usually small so that person cant move then count as Idler), before he random teleport.

Dragokas 09-03-2019 15:33

Re: [L4D] Tank anti-stuck (anti-block)
 
Updated.

Quote:

2.2 (03-Sep-2019)
- Returned to the previous stuck detection method (radius position-based)
with removing false positives when tank finishes off incapped player nearby or attacking in place.
- Some code optimizations, comments, removed some unused.
- "On ladder" logic is changed.

2.1 (09-Aug-2019)
- Prevent rush punishment when tank count is 1 elapsed
- Tank is react faster when he is blocked on the ladder

moschinovac 09-06-2019 22:01

Re: [L4D] Tank anti-stuck (anti-block)
 
Tank still not teleport to the head of player if stay in one spot (only smooth teleport and not colliding with any model). Anyway, still good update because now he get back Smooth Teleport. Tks~

joyist 09-07-2019 05:12

Re: [L4D] Tank anti-stuck (anti-block)
 
good job

Rogilla 09-08-2019 05:32

Re: [L4D] Tank anti-stuck (anti-block)
 
can you add ability to enable only on certain maps? The tank usually gets stuck on hard rain chapter 3, and is forced to teleport above player. This makes gameplay extremely difficult on this campaign, especially with custom tank.

Dragokas 09-08-2019 07:23

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by moschinovac (Post 2666144)
Tank still not teleport to the head of player if stay in one spot (only smooth teleport and not colliding with any model). Anyway, still good update because now he get back Smooth Teleport. Tks~

That is mean the tank is still try to move a little bit (more than the max radius defined by l4d_TankAntiStuck_non_stuck_radius ConVar)

You need to increase that value to be able to activate the 2-nd stage of teleport (instant to object, defined by l4d_TankAntiStuck_dest_object ConVar).

1-st stage of teleporting executes after 2 tank stuck detections (it teleport tank in the nearest player direction only, with the distance, defined by l4d_TankAntiStuck_inst_tele_dist ConVar, so you can increase this value as well (or instead)).

2-nd stage is activated after 3+ tank stuck detections.

Dragokas 09-08-2019 07:24

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Rogilla (Post 2666244)
can you add ability to enable only on certain maps? The tank usually gets stuck on hard rain chapter 3, and is forced to teleport above player. This makes gameplay extremely difficult on this campaign, especially with custom tank.

Yes, I'll do that later, when I'll have more time.

moschinovac 09-09-2019 23:01

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2666247)
That is mean the tank is still try to move a little bit (more than the max radius defined by l4d_TankAntiStuck_non_stuck_radius ConVar)

You need to increase that value to be able to activate the 2-nd stage of teleport (instant to object, defined by l4d_TankAntiStuck_dest_object ConVar).

1-st stage of teleporting executes after 2 tank stuck detections (it teleport tank in the nearest player direction only, with the distance, defined by l4d_TankAntiStuck_inst_tele_dist ConVar, so you can increase this value as well (or instead)).

2-nd stage is activated after 3+ tank stuck detections.

He still teleport in 1st Stage but not do 2nd stage unless collide with model (like object in the map) or idler (if enable in Cvar)
In this vid, I use Cvar:
l4d_TankAntiStuck_idler_radius "200"
l4d_TankAntiStuck_dest_object "2"
l4d_TankAntiStuck_inst_tele_dist "200"
I keep moving to Plugins not count me as Idler. https://youtu.be/XuSKd3QKOCQ

And I even try to lock he in End of map Saferoom so he cant break the door of that Safe and he dont teleport to player. Just stay and punch to the door.

Voevoda 11-11-2019 18:45

Re: [L4D] Tank anti-stuck (anti-block)
 
@Dragokas please add cvar number of teleports per card. (пожалуйста можете добавить квару количества телепортов)

Dragokas 11-11-2019 19:51

Re: [L4D] Tank anti-stuck (anti-block)
 
Limit? What sense?

Sunyata 12-11-2019 12:04

Re: [L4D] Tank anti-stuck (anti-block)
 
Nice plugin! Works really well in almost every instance Ive tested it, and is a much better plugin in practice when compared to other similar plugins I've tried.

I have idea in addition to the teleport tank to where players are blocking a ladder to stop tank climbing it. Why not also punish the player so that if the player stays on the ladder for more than x amount of seconds, the tank that is stuck at the base of ladder (just stomping around and where it cant always teleport itself to the player either) why not then after x-amount of seconds punish the player (using the incapped game mechanic) and have that player automatically fall off the ladder to the ground where the tank is itself, so the player goes to the tank instead of teleporting the tank to the player. The tank stomping around at the base of the ladder becomes the game-play mechanism to make the player fall off the ladder.

Just my 2 cents, and something maybe also worth considering in a future update of this plugin :)

Dragokas 12-11-2019 13:47

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Sunyata (Post 2676606)
I have idea in addition to the teleport tank to where players are blocking a ladder to stop tank climbing it. Why not also punish the player so that if the player stays on the ladder for more than x amount of seconds, the tank that is stuck at the base of ladder (just stomping around and where it cant always teleport itself to the player either) why not then after x-amount of seconds punish the player (using the incapped game mechanic) and have that player automatically fall off the ladder to the ground where the tank is itself, so the player goes to the tank instead of teleporting the tank to the player. The tank stomping around at the base of the ladder becomes the game-play mechanism to make the player fall off the ladder.

Just my 2 cents, and something maybe also worth considering in a future update of this plugin :)

Ahahaha, nice idea! I like. =))))
I also thinking about option to increase tank damage for a while when player specifically blocks the tank next to itself.

Quote:

Originally Posted by Sunyata (Post 2676606)
Nice plugin! Works really well in almost every instance Ive tested it, and is a much better plugin in practice when compared to other similar plugins I've tried.

Yea, thanks. It could be better, if TR_TraceHullFilterEx function work correctly: https://forums.alliedmods.net/showthread.php?t=318501
Or, maybe I don't undertand how to work with. I'm thinking about replacing it with manual drawing the box using several lasers for determining correct empty place to teleport tank to.

Maybe, after New Year...

Lux 12-11-2019 13:51

Re: [L4D] Tank anti-stuck (anti-block)
 
You could just allow tanks to punch on the ladder instead?

Dragokas 12-11-2019 13:57

Re: [L4D] Tank anti-stuck (anti-block)
 
you mean change move type?

Lux 12-11-2019 14:00

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2676621)
you mean change move type?

Maybe i'm not quite sure the best method of doing it that should work.


maybe do what visor did with shooting from ladders since tank_claw is a weapon, just an idea.
https://forums.alliedmods.net/showthread.php?t=275904

Tank Rush 04-22-2020 13:52

Re: [L4D] Tank anti-stuck (anti-block)
 
Hi Dragokas, sorry, I have a request:

* add a Cvar kill the stuck Tank

PHP Code:

l4d_TankAntiStuck_kill "1" 

thanks :3

Dragokas 04-22-2020 14:00

Re: [L4D] Tank anti-stuck (anti-block)
 
To allow players abuse map bugs even more trying to stuck tank instead of killing him? I think, no.

We have enough customizing abilities at the moment:
Quote:

"l4d_TankAntiStuck_dest_object" (1) - Object to teleport tank to (0 - next to current tank, 1 - next to another tank, 2 - next to player)
It is a case with non-accurate tank placement at the moment due to wrong calculation.
But, that case will be fixed in the nearest version as soon as I have time for it.

Tank Rush 04-22-2020 14:32

Re: [L4D] Tank anti-stuck (anti-block)
 
I use Mutant Tanks v8.65 and Tank Rush 2 v1.3.4 on my servers

The Mutant Tanks get stuck when they don't make contact with any survivor or when you get too far away from them, it wouldn't hurt to add a Cvar that enables killing of stuck tanks.

Quote:

l4d_TankAntiStuck_kill "1" (0 = off, 1 = kill Stuck Tank)
Sorry i don't speak english very well :oops:

Dragokas 04-23-2020 02:56

Re: [L4D] Tank anti-stuck (anti-block)
 
I had similar problem a long time ago but I'm unsure what exatly fixed that.

Try to remove all tank_ ConVars from your server.cfg. At least try to set them by default.

Then, add:
PHP Code:

sm_cvar tank_stuck_failsafe "0"
sm_cvar tank_stuck_time_suicide "30" 

If that doesn't help, maybe try increase such cvars: https://forums.alliedmods.net/showpo...16&postcount=5

Dragokas 04-23-2020 03:06

Re: [L4D] Tank anti-stuck (anti-block)
 
Also, if you don't mind I would like to have a full dump of your server (without any private things of course).

Tank Rush 04-27-2020 15:30

Re: [L4D] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2695541)
Then, add:
PHP Code:

sm_cvar tank_stuck_failsafe "0"
sm_cvar tank_stuck_time_suicide "30" 


This works! thank you very much Dragokas :)

Dragokas 04-28-2020 09:28

Re: [L4D] Tank anti-stuck (anti-block)
 
Are "This works" mean:

tanks automatically get killed?

or

tanks are no longer losing control?

kissdjmax 10-08-2020 06:20

Re: [L4D] Tank anti-stuck (anti-block)
 
sm_cvar sv_player_stuck_tolerance 1
versus can also try.

Toranks 05-07-2022 13:40

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
3 Attachment(s)
What I can do on this situation? Tanks spawns on a unreachable location, and can't get to the survivors, but he is in an area where he can move, so (I think) the plugin does not detect him as stucked. With l4d_TankAntiStuck_apply_convar 0, the tank commits suicide, but I want it to teleport, preferably not too close to the survivors.
I've try l4d_TankAntiStuck_dest_object 0,1 and 2 and nothing happens.

Dragokas 05-07-2022 14:01

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
I've no idea. Do you have something to suggest?

Toranks 05-07-2022 15:25

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2778868)
I've no idea. Do you have something to suggest?

LOL, me neither, but...
I've been trying different setups at this stage, where 50% of the tanks spawn in an unreachable spot, and the only thing that seems to work is l4d_TankAntiStuck_non_angry_time. I had it set to 0 on normal situations because I don't want a tank that appears quiet and waiting for survivors in hiding spot to suddenly teleport to survivors. But in final stages it doesn't applies, so what I have done is put time this cvar.
What I don't like is that tank appears directly ABOVE our head. Although the cvar says "Distance under the head of player".
So, if I change l4d_TankAntiStuck_head_height_min and max to any high value (800-1000), the tank appears high up in the air, possibly on a higher floor? That would be fine for me, at least it would give me some time to be forewarned.

Edit: Yes! It works. With a value of 1000, tank appears on mid air, and the bots quickly shoot to the sky, warning me that a tank is going to fall, which gives me time to dodge it.

Dragokas 05-07-2022 16:02

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
Yeah, l4d_TankAntiStuck_non_angry_time intended for special servers only, where one tank attack has not a lot of impact, or tank count +1/-1 has not much influence.

l4d_TankAntiStuck_head_height_min normally it shouldn't teleport on 2nd floor, only in visible range, but the math and vector calculation of this plugin sucks. It is written so long ago when I didn't know much about them, really require a full re-design. So, those behavior isn't guaranteed in future versions.
Also l4d_TankAntiStuck_dest_object surely require more options to teleport tank to.
Maybe I consider to re-done it at some point of time. Maybe not ))

If you say some tanks just walk "by circle" and can't reach the players area, there're not much I can think of about better stuck detection in such special case. Maybe some timeout where tank is allowed to walk inside un-playable nav area..., if that area is correctly marked by map maker.

Not much to suggest in your case. Just continue experiment on your own :)

Toranks 05-07-2022 16:20

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by Dragokas (Post 2778884)
Not much to suggest in your case. Just continue experiment on your own :)

Thanks! Don't worry about the code, because these situations are caused by bad map design, and on the rare occasions that it happens, l4d_TankAntiStuck_head_height_max 1000 and l4d_TankAntiStuck_non_angry_time 30 are enough.

apples1949 10-09-2022 09:45

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
1 Attachment(s)
Sorry to ask a question:

After I use this plugins, the tank will jump into the sky directly when it performs jumping or crawling movements. After I closed the plugins, the tank returned to normal
The img link:https://postimg.cc/8FV7dkd2
This is my list of plugins:
Quote:

[SM] Listing 109 plugins:
001 "Admin File Reader" (1.11.0.6911) by AlliedModders LLC
002 "Admin Help" (1.11.0.6911) by AlliedModders LLC
003 "Admin Menu" (1.11.0.6911) by AlliedModders LLC
004 "All4Dead" (3.4) by James Richardson (grandwazir) & HarryPotter
005 "BeQuiet" (1.6) by Sir & Harry Potter
006 "bots(coop)" (1.11.2) by DDRKhat, Marcus101RR, Merudo, Lux, Shadowysn, sorallll
007 "Bullet position fix" (1.1) by xutaxkamay,LuckyServ
008 "L4D2 Item hint" (2.3) by BHaType, fdxx, HarryPotter
009 "Skill Detection (skeets, crowns, levels)" (0.9.20) by Tabun
010 "L4D2 Realtime Stats" (1.2.2) by Griffin, Philogl, Sir, A1m`
011 "Tank Damage Announce L4D2" (0.6.5d) by Griffin and Blade
012 "[L4D/L4D2] Infected Bots (Coop/Versus/Realism/Scavenge/Survival)" (2.7.5) by djromero (SkyDavid), MI 5, Harry Potter
013 "[L4D & L4D2] Anti Rush" by SilverShot
014 "Automatic Weapons" (1.0) by Coder:Timocop
015 "bunnyhop+" (1.1) by coleo
016 "[L4D & L4D2] Coop Markers - Flow Distance" (1.11) by SilverShot
017 "L4D Survivor Progress" (2.3) by CanadaRox, Visor, harry
018 "[L4D] Death Soul" (1.7) by Alex Dragokas, Harry
019 "[L4D & L4D2] Dissolve Infected" (1.16) by SilverShot
020 "[L4D & L4D2] Gear Transfer" (2.27) by SilverShot
021 "[L4D & L4D2] Graves" (1.3) by samuelviveiros a.k.a Dartz8901, Harry
022 "[L4D1/2] Rescue vehicle leave timer" (1.4) by HarryPotter
023 "L4D2 Vote Menu" (5.9) by fenghf, Harry Potter
024 "LerpTracker" (1.1) by ProdigySim (archer edit) & HarryPotter
025 "[L4D2] Voice Announce + Show MIC Hat." (1.0) by SupermenCJ & Harry Potter
026 "L4D Force Mission Changer" (2.5) by Dionys, Harry, Jeremy Villanueva
027 "Witch Announce++" (1) by CanadaRox
028 "Night Vision" (1.0) by Pan Xiaohai & Mr. Zero
029 "[L4D & L4D2] Black Screen Fix" by BHaType & Dragokas
030 "[DEV] String Tables Dumper" (1.1) by Alex Dragokas
031 "[L4D2]Survivor_Legs_Restore" (1.5.2) by Lux
032 "[L4D2] Spitter Acid Glow" (1.2) by SilverShot
033 "[L4D & L4D2] Fire Glow" by SilverShot
034 "[L4D2] Defib using bots" (1.7) by DeathChaos25
035 "[L4D(2)] Grenade Throwing Bots" (1.9) by cravenge, Edison1318, Windy Wind, Lux, MasterMe
036 "LagFixer" (1.0) by tRololo312312
037 "[L4D & L4D2] Lift Music" (1.5) by SilverShot
038 "[L4D2] Block Pour Gascan" (1.0.1) by Mart
039 "L4D2 Bile the World" (1.3.0) by AtomicStryker, foxhound27, HarryPotter
040 "L4D HOTs" (2.4) by ProdigySim, CircleSquared, Forgetest
041 "L4D 1/2 Remove Lobby Reservation" (2.0.0) by Downtown1, Anime4000
042 "Self-Help (Reloaded)" (0.3) by cravenge, panxiaohai
043 "[L4D & L4D2] Incapped Weapons Patch" (1.13) by SilverShot
044 "[L4D2] Extended Survivor Sight" (1.2.2) by Jack'lul
045 "L4D Ghost Fly" (1.1.1a) by Madcap (modified by dcx2)
046 "L4D2 Practice" (0.2.0) by devilesk
047 "Stuck Zombie Melee Fix" (1.0.5) by AtomicStryker
048 "Anti-Flood" (1.11.0.6911) by AlliedModders LLC
049 "Basic Ban Commands" (1.11.0.6911) by AlliedModders LLC
050 "Basic Chat" (1.11.0.6911) by AlliedModders LLC
051 "Basic Comm Control" (1.11.0.6911) by AlliedModders LLC
052 "Basic Commands" (1.11.0.6911) by AlliedModders LLC
053 "Basic Info Triggers" (1.11.0.6911) by AlliedModders LLC
054 "Basic Votes" (1.11.0.6911) by AlliedModders LLC
055 "Client Preferences" (1.11.0.6911) by AlliedModders LLC
056 "[ANY] Command and ConVar - Buffer Overflow Fixer" by SilverShot and Peace-Maker
057 "[L4D2]Defib_Fix" (2.0.1) by Lux
058 "douban/l4d2_abbw_msgrs.smx"
059 "Advertisements" (0.6) by Tsunami
060 "douban/l4d2_ammo_set.smx"
061 "douban/l4d2_broadcast.smx"
062 "douban/l4d2_callvote.smx"
063 "l4d2_change_mode" (1.0.0) by l4d2_change_mode
064 "[L4D2] Empty" (1.0.1) by lakwsh
065 "l4d2_emshud_info" (1.5.5)
066 "l4d2_go_away_from_keyboard" (1.0.0)
067 "[L4D2]GrenadeLauncher_AmmoPile_patch" (1.0) by Lux
068 "加血奖励插件" (1.5.0)
069 "l4d2_hostname" (1.1.1)
070 "[L4D1 AND L4D2] Infected HP" (1.0.3) by NiCo-op, Edited By Ernecio (Satanael)
071 "l4d2_z_difficulty" (1.0.0)
072 "[L4D2] Ladder Server Crash - Patch Fix" (1.1) by SilverShot and Peace-Maker
073 "[L4D2]M60_NoDrop_AmmoPile_patch" (1.0.7) by Lux
074 "多倍医疗补给." (5.0.0) by 笨蛋海绵
075 "douban/l4d2_pause.smx"
076 "l4d2_player_command" (1.0.0)
077 "l4d2_player_status" (1.0.1)
078 "douban/l4d2_saferoomdoor.smx"
079 "SaveChat" (SaveChat_1.2.1) by citkabuto
080 "Sound Manipulation: REWORK" (1.0) by Sir
081 "l4d2_SpecPrevFreePerspective" (1.0.0)
082 "L4D2 Survivor AI Trigger Fix" (1.0.9) by AtomicStryker
083 "l4d2_z_difficulty" (1.0.0)
084 "[L4D1 & L4D2] Explosion Announcer" (1.0.7) by Mart
085 "[L4D & L4D2] Mission and Weapons - Info Editor" (1.12) by SilverShot
086 "[L4D & L4D2] Revive Reload Interrupt" (1.0) by HarryPotter
087 "[L4D1 & L4D2] Throwable Announcer" by Mart
088 "[L4D] Vote difficulty (no black screen)" (1.12) by Dragokas
089 "[L4D & L4D2] Left 4 DHooks Direct" (1.114) by SilverShot
090 "SG-552 Tickrate Fix" (2) by bullet28
091 "LMC_Black_and_White_Notifier" (2.0.2) by Lux
092 "Give Item Menu" (1.2.1) by Ryanx, sorallll
093 "Source Scramble Manager" (1.2.0) by nosoop
094 "SpeakingList" (1.5) by Accelerator
095 "Survivor Chat Select" (1.7.2) by DeatChaos25, Mi123456 & Merudo, Lux, SilverShot
096 "ThirdPersonShoulder_Detect" (1.5.3) by MasterMind420 & Lux
097 "Transition Restore Fix" (1.2.2) by sorallll
098 "[L4D1/2]witch_prevent_target_loss" (1.1.1) by Lux
099 "[L4D1/2]Witch_Target_Patch" (1.4) by Lux
100 "WeaponHandling" (1.0.6) by Lux
101 "Fun Commands" (1.11.0.6911) by AlliedModders LLC
102 "Fun Votes" (1.11.0.6911) by AlliedModders LLC
103 "Player Commands" (1.11.0.6911) by AlliedModders LLC
104 "Reserved Slots" (1.11.0.6911) by AlliedModders LLC
105 "Sound Commands" (1.11.0.6911) by AlliedModders LLC
106 "[L4D2] Coop Tank Stasis" (0.2) by BHaType, XDglory, Harry Potter
107 "[L4D] Tank on Spawn" (1.30) by Dragokas
108 "L4D(2) Tank Rock Lag Compensation" (1.14) by Luckylockm,HarryPotter,Silvers
109 "[L4D1 AND L4D2] Healing Field" (1.6) by Ernecio (Satanael)


Dragokas 10-09-2022 12:23

Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
 
Quote:

Originally Posted by apples1949 (Post 2790676)
Sorry to ask a question:

After I use this plugins, the tank will jump into the sky directly when it performs jumping or crawling movements. After I closed the plugins, the tank returned to normal

Why it performs jumping or crawling movements?


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